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The result set grows exponentially with each different action added. You need to account for every combination of actions and plan for the results. Having action diversity in a video game is hard. Notably speaking with animals and speaking with dead. You can bet though that every ability has at least some value. 5th edition has simplified rules and that is reflected in simplified character building. However, you on't see much more than there already is. Baldur's Gate 3 still has more races and classes and abilities coming up so there's still more character building incoming. DDO has much more building options (although not much depth since it's everything DPS/defence/heal/debuf), but it's because they are not based on D&D. Realtime combat would be too dumb and unappealing (just like it is in DDO) while realtime with pause would not have fluid motion per character and it would require the player needing to remember all the timestamps they would need to pause to get an action in as fast as possible (that would get messy with more than a few characters on the field).Ĭharacter building follows the rules of 5e. In my opinion, that's absolutely the correct call as it allows them to let players be immersed in the action and story while not having to tweak the tabletop rules to adjust HP values or remove overly complex and creative actions. Players not wanting to sacrifice either of those things (use variety without pause) must have first trained a lot to achieve that result (instead of using active thinking to decide actions, use instinct reactions) in which case they have sacrificed immersion.īaldur's Gate 3 and Divinity use turn based combat. You still have a choice to make: You can sacrifice fuidity in combat in order to perform more realistic actions (using pause a lot) or you can sacrifice variety in combat in order to have fluidity (not using pause). This means that you can take your time to decide what to do and still have the combat be realistic. To still use "realtime" combat but with enough time for the player to think about actions, Baldur's Gate 2 used "realtime-with-pause". It's impossible and why some players cannot play a monk.
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You need 3 shortcut bars full of abilities and you need to know exactly when to activate each one. Try playing a Monk to their full potential with all the clickies and the buffs.
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This means that the variety of actions usable by a player in realtime combat is much less than what you could employ in turn based combat. A player on the other hand (which is a human with scores of 10 or less), can maybe act that fast if playing with their body in VR but will probably act much less slower when they need to press keys and combinations and rotate cameras. A human (or superhuman because any ability score above 10 means better than normal humans) being in a situation will quickly think and act based on instict and be creative with the environment around them.
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Another problem is the complexity of the actions. However doing so (like in DDO), means that combat is way shorter if you adhere to Hit Point rules of the tabletop so you need to bloat HP numbers to make combat longer and also have more instances of combat to make quests longer. Video games can use realtime combat because all the calculations happen fast. What Wizards of the Coast did was shift the focus from the rules to the story (which is why there are now premade backstories). Rules are there to provide a base upon which to build a world. Besides, the DM's and Player's Handbook clearly state that D&D is a game of fantasy above all. That was the thought process behind D&D 4e and D&D 5e that simplified a lot of the rules to make the game playable by less competent players. You can't make it much more complicated than that or a tabletop game will end up being cumbersome to play.
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The "turns" (which are approximately 6 seconds of time), the "Delay turn", the "Prepare Action" and the "Reactions" in the rules of D&D are an attempt to simulate realtime combat in a tabletop game. Now that we're through with the disclaimers. I've also seen youtube videos of Divinity 2: Original Sin I've seen a tiny bit of gameplay from Baldur's Gate 2: Enhanced Edition I have also played some D&D 5e (but not too extensive)